/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
Check position error withinServerCheckClientError(). Set bNetworkLargeClientCorrection to true if the correction should be prioritized (delayed less in SendClientAdjustment).
virtual bool ServerExceedsAllowablePositionError ( float ClientTimeStamp, float DeltaTime, const FVector & Accel, const FVector & ClientWorldLocation, const FVector & RelativeClientLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )